Implement unlocked framerates via interpolation (#315)

* Disable waitForTick and waitBlanking

* Initial frame interpolation implementation

* Initial batch of speed fixes

* Fix Iron Boots

* Strip dead code once used for debugging

* Interpolate shadows

* Revert overzealous/redundant lookups

* Fix JUTFader

* Fix field map cursor

* Fix various particle effects

* Fix Midna when riding Wolf Link

* Fix title logo

* Title Logo 2: Electric Boogaloo

* Fixed grass and flowers

* "Unlock Framerate" config option (WIP)

* Wrap more things in TARGET_PC

* Finish wrapping things in TARGET_PC

* Missed one

* Disable dComIfGd_drawXluListInvisible when interpolating

---------

Co-authored-by: Luke Street <luke@street.dev>
This commit is contained in:
Irastris
2026-04-11 03:06:25 -04:00
committed by GitHub
parent 6b4912a59c
commit eaec6487a3
33 changed files with 1039 additions and 147 deletions
+8
View File
@@ -62,6 +62,14 @@ namespace dusk {
config::Save();
}
config::ImGuiCheckbox("Native Bloom", getSettings().game.enableBloom);
config::ImGuiCheckbox("Water Projection Offset", getSettings().game.useWaterProjectionOffset);
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Adds GC-specific -0.01 transS offset\n"
"that causes ~6px ghost artifacts in water reflections");
}
ImGui::EndMenu();
}